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AB 02DemiplaneOfTheYoungLich

The Young Lich

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0% found this document useful (0 votes)
697 views17 pages

AB 02DemiplaneOfTheYoungLich

The Young Lich

Uploaded by

Chris
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Introduction

K
yzog'Zunal lived a life as a respected wizard, in If you play this adventure as a one-shot, perhaps reducing
which he offered his services to emperors and Kyzog'Zunal's damage is not a bad option. If you include it as
kings, adventurers and common people. He a part of a bigger campaign, then the PCs can come back
extended his knowledge on magic and the once they get stronger. Of course, clever PCs will always find
planes with every time he had to learn a new a way to beat the enemy, no matter how challenging.
spell, or see a contract to an end. As a last piece of advice, the adventure might work best
When his life reached a certain point, he with a party who loves high fantasy planar settings and is fine
started becoming afraid of death, just like any other mortal. by the possibility of death. This is not a lighthearted
All the knowledge, all the wisdom and research that he had adventure, as the plane, its traps and the end boss can really
accomplished throughout his life would die with him. There wreak havoc in an adventuring party that is not careful.
was also so much more to be learned. He couldn't just stop Monster names and map points are written in black-bold
his research because of death. letters, and table references like the madness table can be
So he found a way to avoid this fate. He read of many found in the official 5e books.
scholars before him achieving lichdom and he swore he
would follow in their steps. He knew from the start, though, Text in such boxes is meant to be read or paraphrased to the
that he would need to be smart. Such creatures are chased players.
by adventurers, for the world is not accepting the existence of
liches. He created his phylactery and a demiplane to host his
undead body and the precious relic holding his essence. In Adventure Hooks
there, he would be safe. In there, no one would find him.
It was all going well until his curiosity and research caused 1. The PCs are in possession of a wooden puzzle cube which
hubris toward the god of magic. His arcane powers they bought from a mysterious merchant who didn't know
withdrawn by the god as punishment. Now, he lives in what it does, but he promised them it can lead them to
isolation and continues his blasphemous research by drawing riches. The cube has a series of gears and levers which
powerful and curious adventures close to him. can be activated in many combinations. Finding the
correct one requires a combination of successful DC 17
The Adventure Intelligence (Arcana) and a DC 15 Intelligence
(Investigation) checks. Preferably two PCs working
The party has made its way here to seek treasures, lore, or together. One observing the reactions of the cube, while
under direct contract to search for Kyzog'Zunal. During their another works the buttons and levers. On a combined
time here, they can find the research of the lich and make success, a portal opens and sucks the PCs in. Then, read
their way toward his resting place. or paraphrase the following.
The latter is locked via magical means, and one has to
survive the lich's maze if he wants to unlock it. Fighting Runes and arcane symbols on the box
start glowing, brighter
Kyzog'Zunal is not a simple task, but one that promises many and brighter. The
wood becomes hot and burn marks start
rewards. appearing on its surface. There is a
magical energy forming

DM Advice around every one


of you, and the next thing you feel is
weightlessness. You float through space
and time, cutting
Demiplane of the Young Lich is a 3-4 hour adventure for a through astral clouds.
Suddenly, your feet hit the ground, all
at
party of 4-5 level 7 characters. the same time.
The adventure is set on a demiplane, built by a powerful
wizard. This is accessible via a portal, which is opened by a
wooden puzzle box. 2. The PCs have been hired by a scholar named Alia
The plane makes use of some deadly traps, and also some Moonrise who has heard of the legend of Kyzog'Zunal.
traps that can separate the party. However, the deadliest She possesses the wooden puzzle box and knows that
aspect of the adventure is the plane itself. If one were to be with it, a portal can be opened to his demiplane. In fact,
catapulted outside the stable floor and into the void, he would she is ready to do so herself. She would like Kyzog'Zunal's
have to find a way back to the platform or travel forever spellbook in order to study it, but is afraid that if she does
towards infinity with no oxygen. In other words, death. it on her own she will probably die. So she hires the PCs.
This adventure is really easy to pick and insert in any She only wants the spellbook. Anything else they find is
adventure. All you need is a way for the party to arrive here. If theirs to keep.
one feels like it though, it can just be played as a fun and
short one shot to test some gravity mechanics and mid-level
epic adventure.

3
General Features
Kyzog'Zunal's Hubris Ceilings. There are no ceilings in the demiplane. However, if
After his initial transformation into a lich, Kyzog'Zunal a person tries to fly or reach heights in any way, gravity pulls
became fascinated with the origins of arcane magic and he him down after he reaches a height that is higher than the
wanted to learn everything about it, especially about how can walls.
spellcasters use it so differently. How can a bard create Walls. Unless noted otherwise, all rooms and corridors
things with music, or a warlock just get powers because of a have stone walls that reach 15 feet in height. These stones
pact? How is a sorcerer born with magic, and how does are quite brittle and can break if enough force is applied
everything come together through the magic medium? against them, which happens on some occasions through the
He created the puzzle box and placed it on the material adventure.
plane. He knew that curious adventurers are going to solve it Light. All areas are well lit from supernatural light that
and make their way to his demiplane. The traps and riddles seems to come from a source around the platform. Anything
on the plane itself are only there so that the most cunning beyond the platform is a mixture of pitch black and a light
and powerful adventures make it into his lair. His goal was to turquoise haze.
kill any martial oriented heroes and capturing the Sounds. Sounds on all platforms travel normally, just as
spellcasters for further research. they do in a material plane. In the void beyond the platform,
Unfortunately for him, the god of magic considered his sounds cannot travel and therefore they are muffled and lost.
research and experiments a hubris and took away his right to Gravity. Normal gravity exists in the platform, but total
cast spells as a punishment. Now Kyzog'Zunal is a weightlessness in the void. Characters who end up in the void
monstrosity. A wizard no more, but one who has developed need to get creative or get help in order to get back on the
innate skills and a lair of his own, which he can control to his platform. If a character gets launched outside, he keeps
will. traveling away from the platform at a steady, agonizing and
slow 5ft./round pace, and just as well needs to get creative to
get opposite momentum to get back on the platform.
Magic in Different Settings Throwing something in the oposite direction should suffice. If
Depending on the campaign setting you play this the players have a hard time figuring it out, you can ask them
adventure on, you might have different rules and for a DC 10 Intelligence check and give them the information
lore about what magic is and how it works. In the if they succeed.
adventure, it is assumed that there is a medium,
which can be tapped into and used by the
Magic. The whole demiplane is an uncontrollable magic
spellcaster to perform their spells.
area, unless noted otherwise. Whenever an arcane spell is
The god of magic may also differ, but it is of no cast, there is a 20% chance that it fizzles, 20% chance that it
importance, as long as said god considers is cast to an enhanced effect or 60% chance that it works as
Kyzog'Zunal's experiments a hubris. intended. Spells cast to an enhanced effect bypass saving
throws from the targets and do full damage without a damage
roll.
The Demiplane
Nested somewhere between other planes, it appears to have
infinite size. The only spot where gravity and general laws of
physics function the same as in a prime material plane is the
platform where Kyzog'Zunal has his altar, his research rooms
and his maze of gems. Anything further than that can only be
described as void.
The platform contains 4 sections. The portal section, the
research section, the altar section and the maze of gems.
Kyzog'Zunal can be found in the altar section. This can only
be reached through a heavy iron-bronze door with no locks or
any other means of opening except with the gems that exist in
the maze. The portal section contains the gorgon statues, and
a portal back to any place from where the arriving party came
from. The maze is heavily trapped, since it contains the gems
with which one can open the door to Kyzog'Zunal's resting
place. Finally, the research section is divided into thematic
rooms, where the lich performs his experiments and
research to understand magic and its medium.
Anything beyond the platform is considered void and
seemingly stretches to infinity. Unfortunate souls who
somehow get blown away into the nothingness have to either
find a way to get back on the platform or be forever lost. The
area where Kyzog'Zunal rests is his lair. He never leaves it
when adventurers are in the plane, as he wants to fight inside
it, for he is stronger there.
4
Arrival 1. Portal Room
Read or paraphrase the following the moment the party If the PCs use Detect Magic they will see all structures that
arrives. exist on the platform glowing with all kinds of enchantments.
The gate has abjuration spells on it, the iron statues
conjuration, while the portal enchantment.
You find yourselves in a stone room, almost a platform of Portal. If the PCs observe the portal that stands in the
sorts. Looking up, you just see vast vacuum. Although there middle of the room, allow them a DC 12 Intelligence (Arcana)
are stone walls that enclose this platform, there is no ceiling, or Wisdom (Perception) check. Success means that they
just black emptiness above. On one side, there is a corridor know this portal will take them back to where they came
from, as they either know how portals operate or glimpse the
that curves and twists, leading to other corridors. You get
place they came from. This is a one-way portal, as coming to
dizzy sensation by looking at it, almost as if it's out of place. the demiplane needs to happen by solving the puzzle box.
Magical and unreal. On the opposite side, there are four iron Iron Statues. If the PCs observe the iron structures that
structures depicting bulls. Behind them, something that looks are aligned at the wall right and left of the gate, they will see
like a gate, but with no visible keyhole, hinges or anything that nothing but ordinary bulls. These are actually gorgons and
defines a door. Finally, several stone statues in various, mostly
are connected to the magic of the gate as explained below.
The stone statues in the room are unlucky adventurers who
fighting positions occupy random spots on the floor. fell victim to their gaze.
Gate. PCs observing the door, will see that it has
absolutely no features that a conventional door has. No
handle, keyhole or hinges. It has, though, 4 little holes carved
into its surface that are placed in a row.

5
Opening the Gate d20 Potion
The 4 holes on the door are the receptacles for the 4 gems 1-4 Healing
found in the maze (Area 7, Gem Maze). Every time the gems 5-8 Resistance
are inserted in a wrong sequence, a gorgon statue comes to
life and attacks the party. This can happen 4 times, after 9-12 Hill Giant Strength
which, if the party is still alive, they can brute force the 13-15 Greater Healing
solution to open the gate.
Kyzog'Zunal knows this is a faulty riddle, but he actually 16-17 Clairvoyance
only wants the adventurers to open the door already 18-19 Gaseous Form
weakened. At the end of the day, he wants them to succeed so
that he captures them and use them in his research. 20 Superior Healing
There is only one correct order the gems have to be in.
From left to right: Red, Yellow, Purple, Black (Explained in 3. Dissection Room
Area 7, Gem Maze). Once the gems have been inserted in
this order, the door slides open to reveal the resting place of Multiple bodies litter the floor, some even in skeletal form and
Kyzog'Zunal (Area 8, Altar Room). chained to the wall. The ones that still have flesh on them are
almost completely cut open and nearly hollow, as multiple
2. Music Room organs are missing. One glass container occupies the right
A couple musical instruments lie on the floor next to a wall. It is connected to pipes that lead inside the walls and out
wooden desk. The far right corner features 3 strings of what in the void.
looks like hair that have been stretched from one wall to
another. Why are sorcerers able to just cast their spells with no
preparation? Where does this power well from? These
This room is where Kyzog'Zunal performs research about questions never let Kyzog'Zunal rest. He thinks that by
how bards transform words and music into magical effects. dissecting sorcerers, he can find something in their organs or
Strings. These are constructed from Hag hair, and by soul, which makes them special. There bodies here are from
plucking them, a random cantrip from the Bard spell list such sorcerers.
takes effect. If it's a targeted spell, then the target is the Glass container. The box contains a spine with an
person plucking the strings. This information can be attached brain. The spine is also connected with two hands
discerned with a successful DC 12 Intelligence (Arcana) via nerve endings that lead from the brain around the spine
check. If the check succeeds by more than 5, then the and end to the hands. All this can be discerned with a
following information is also revealed. successful DC 11 Wisdom (Medicine) check. On the outside,
A successful DC 18 Charisma (Performance) check the container bears burn marks. A successful DC 13
coupled with a successful DC 17 Intelligence (Arcana) check, Intelligence (Arcana) check will reveal that the burn marks
will successfully tune the strings into the magic medium and are made by electrical surges. The containers are filled with
give all party members inspiration, as per the bard feature the essence of the void which is seeped inside through the
(1d6). pipes. A simple measure to prevent the brains from going
bad.
Table. The only thing of value on the table is a potion bottle Kyzog'Zunal tries to spark the brain, which belonged to a
that stands right behind a carefully placed pile of papers and sorcerer, so that it reacts out of instinct, cast spells and
scrolls. These contain Kyzog'Zunal's research about how reveals secrets to him. If any spell that does lightning damage
different voice melodies can produce different magic results. is cast onto the containers, a random beneficial sorcerer spell
Reading this research requires 1 hour and a successful DC of level 4 or lower to your discretion is cast by the hands in
14 Intelligence (Investigation) check. the container. If the spell requires a target, it is the one who
After this, it is clear to the reader that singing a specific activates the brain with lightning damage. This brain can only
melody with the exact pronunciation as written on the be used like that once per day.
research, can modify the liquid of the potion. A successful DC Afterwards, the bodies come to life and attack anyone in
15 Charisma (Performance) check will cause the liquid on the room. Kyzog'Zunal is never attacked as he is undead
the potion to change. Consult the table below for the himself. There are 2 ghasts, 1 wight, 1 ghoul and 2
resulting potion. This feature can only be used once per day skeletons in the room. The skeletons are chained to the wall,
or until the liquid has been consumed. and this chain can only be stretched to 10 feet.

6
4. Study Eleri
Bookshelves filled with dusty tomes and scrolls are lined up Hailing from the majestic dense forests of
Nol'Corelthe, Eleri is an individual who was always
against the walls of this room. A single desk to the left has
fascinated with the planes and their secrets. He
several books on it, while a blackboard with chalk scrawls became a plane traveler at a young age and has
occupies the corner to the right. been almost everywhere.
When he and his party solved the riddle, they
thought that great knowledge and treasure awaits
This is where Kyzog'Zunal performs most of his writing and them. Some hours later, his companions were dead
research. and he imprisoned in a gem.
In the years that followed, he witnessed
The Imprisoned Elf Kyzog'Zunal performing research, killing
As the party enters the room, they will hear a voice coming adventurers, trying to unlock the mysteries of
from the left. "Help! Get me out of here!". This is Eleri, an elf magic.
who was imprisoned by Kyzog'Zunal many years ago. The He is a very talkative person. The lich never
choice of container was a gem, that is placed on the desk in discussed anything with him, so having other
plain sight. friendly adventurers to talk about things makes him
Eleri will ask the party to help him, but at this level it is really happy.
highly doubtful they will have anything at their disposal. They He knows the lich is trying to unlock the
mysteries of magic, and that he should be in the
can still get the gem with them, and try to find a solution once altar room. However, he knows nothing about a
outside the demiplane. The condition that Kyzog'Zunal locked door, since as he says, it probably got
placed on his imprisonment, is that he can be freed if the gem installed after his own visit. If asked to help with
is thrown in the ever flowing wells of his homeland. Eleri the door riddle, he does speak Infernal and can say
knows this, as he heard the lich casting the spell. that what is written on the purple gem pedestal is
If at any point the party wants to know more about Eleri, he the number 3. This information can be needed by
will gladly open up and tell them he has been in this state for the party to unlock the door in Area 1: Portal Room,
over 50 years, used to be an adventurer who visited this after they make the connection with the gem
demiplane in hope for knowledge and if helped, he will return found in Area 7: Gem Maze.
the gratitude in any way the PCs wish for and is reasonable. If the PCs take Eleri with them, he can be used
as an NPC who will often talk with clever remarks
Treasure and give his insights about the areas the party is in.
Part of the bookshelf is a small container which has been If they choose to take him with them, even when
leaving the demiplane, he can easily be used as an
cleverly concealed. A successful DC 16 Intelligence adventure hook for the next destination. Perhaps
(Investigation) check will reveal it as a locked panel. This can the party can find a way to free him by visiting his
be unlocked with thieves tools and a successful DC 13 homeland, which as Eleri says is home to many
Dexterity check. Inside is Kyzog'Zunal's old spellbook scholars and powerful magic users.
(Appendix B, Spellbook of the Young Lich), as well as paper
and ink for writing spells in a spellbook. The cost of these
adds up to 450 gold pieces.
Otherwise, the bookshelf contains various books about the
planes, magic and components. A selection of the valuable
ones can be found with a successful DC 17 Intelligence
(Investigation) check. These can be sold to a researcher for
600 gold pieces total, as they are quite rare.

7
5. Pact Room Broken Wall
If the party peaks through the broken corner in the room,
This room feels colder than any other you've been in so far. It they will see the platform where the well is (Area 6, Magical
features a device against the far wall which consists of two Well Platform). Between the room and the platform are
several dead bodies of warlocks that Vertolio has disposed
pillars and an energy field between them, and several skeletal
through the time he has been imprisoned.
remains which litter the floor. The walls in this room are partly
broken at places, allowing a peak into the void of the 6. Magical Well Platform
demiplane. Parts of the walls that are not broken carry writings
that are written with chalk. A man dressed in ragged clothing This platform has no walls and features only an ordinary
is in the process of adding some more on one of the few clean looking well in its middle.
spots as you enter. He has a manacle attached to his ankle that
is connected to the wall and allows him to move just barely A well stands in the middle of the platform and is filled with
around.
water that looks green-turquoise. A successful DC 17
Intelligence (Arcana) check will show that the water is magic,
and this magic is beneficial. Of course, if a PC drinks from it
This room is dedicated to warlocks. Kyzog'Zunal wants to will see that this is the case as well.
know how it is possible to gain arcane powers just because a The owner of the plane installed this years ago as and
patron gives them to you. His plan is to imprison warlocks experiment while he was expanding the walkable area of the
and observe their interactions with their patrons. The room demiplane. to reach it, a PC can just jump and float towards
is also an impeded magic zone. No spells function here and it. Upon landing, a successful DC 10 Dexterity (Acrobatics)
will all just fizzle if cast, causing the spell slot to also be lost. check is needed, or the momentum cannot be broken and the
The contraption in the corner is responsible for the PC bypasses the platform and continues traveling in the void.
impeded magic and the sanity state of the man in the room. If If a PC drinks from a well, he gets a beneficial spell effect
one looks inside, he sees a projection of a plane beyond the that lasts an hour. Then the magic of the well needs to
known multiverse. The lich knows that most warlock patrons recharge for a day before being used again. For the spell
call the alien plane home, so he built this contraption to see effect, roll 1d8 and consult the table below. The spell is cast
what warlocks would do or feel by looking inside. PCs trying on its default level and lasts an hour regardless of original
to look, will see a place so incomprehensible and foreign that spell description.
they'll have to succeed on a DC 19 Wisdom saving throw or
go temporarily mad. Well Spell Effects
Roll on the madness table for a short-term effect if they fail, d8 Spell
and on the long-term madness table if they fail by more than 1 Heroism
5.
The man in the room is a middle-aged human named 2 Longstrider
Vertolio. He has been here for 2 years, but that was enough to 3 Bless
drive him mad. He is incapable of leaving the room because
of his shackles, but even if he could he has grown so mad in 4 Shield of Faith
here that any thought of escape has gone. The Lich feeds him 5 Protection from Evil and Good
from time to time, but he supplements that with the dead
warlocks in the room. A successful DC 16 Wisdom 6 Enhance Ability(Fox's Cunning)
(Medicine) check will reveal that, although they died from 7 Enhance Ability(Owl's Wisdom)
supernatural forces, the bones show signs of bite marks.
As the PCs enter, Vertolio will jump up with the chalk still 8 Expeditious Retreat
in his hand and say on and on, "He told me I am his second in
command! Zar Toshi Varan!" The second part of the sentence
means "Second in command" in primordial.
If the party tries to talk to Vertolio, they will soon find out
that he is completely mad and doesn't say much more than
the sentence above. He will say, though, that he hears a
primordial voice in his head which tells him he is the second
in command. After this, the party should know what the
number 2 is called in primordial if none speaks the language.
If any party member looks at the writing on the wall, and
with a successful DC 12 Intelligence check, they can discern
that it is a writing of what Vertolio keeps saying. Zar Toshi
Varan!, Second in command in primordial.
This information can be needed by the party to unlock the
door in Area 1: Portal Room, after they make the connection
with the gem found in Area 7: Gem Maze.

8
7. Gem Maze T1: Teleport Trap
The maze was built by the lich after an adventuring party A magical teleportation circle has been drawn cleverly on the
came close to defeating him. He thought that he can weaken floor. Success on either a DC 15 Intelligence (Investigation)
any potential adventurers by having them search the maze for or Intelligence (Arcana) check will see it. Passive perception
the gems needed to open the gate to his lair. 15 will just see the irregularity of rock formation. This trap
can only be disabled with a Dispel Magic. It can also be
The concept of the maze is quite simple. The PCs have to jumped over. There are two such traps in the maze.
find the 4 pedestals that are located at different dead ends. When a PC steps on the circle, he is immediately
Each pedestal has one of the gems on it that are needed to teleported elsewhere in the maze, separated from the group.
open the gate. The pedestals also have a carving as a hint The DM is free to choose a location, but to keep it interesting
about which hole the gem belongs to. a different corridor than the rest of the party would work the
A. Red Gem Pedestal best. Alternatively, you can roll a d4 and depending on the
This pedestal has a red gem on it, and the number 1 written outcome, pick direction and teleport the PC approximately
in Elvish. The script is Elvish. 30 feet that way.
B. Yellow Gem Pedestal T2: Medusa Head Trap
This pedestal has a yellow gem on it, and the number 2 A pressure plate which causes a section of the wall to the left
written in Primordial. The script is Dwarvish. to slide open. Inside the niche, a medusa head casts her
petrifying gaze. The plate can be seen with a successful DC
C. Purple Gem Pedestal 15 Wisdom (Perception), DC 15 passive perception or DC 15
This pedestal has a purple gem on it, and the number 3 Intelligence (Investigation) check. A PC stepping on the plate
written in Infernal. The script is Infernal. has to roll a DC 13 Intelligence saving throw. On failure, he
turns to the sound and is hit by the head's petrifying gaze.
D. Black Gem Pedestal
This pedestal has a black gem on it, and the number 4 Medusa Head Gaze
written in Celestial. The script is Celestial. A PC who looks at the head has to make a DC 14
The numbers indicate the positions of the gems on the gate Constitution saving throw. On success, he resists
(Area 1, Portal Room). If the party can read all languages the effect. On failure, he gets petrified and has to
themselves, then they can place the gems correctly on the repeat the save every turn. If a success is made, he
gate. 3 languages would also work, or even 2 since then it's breaks free of the effect. If he fails 3 times, the
only two possibilities for the remaining 2 gems left. If the effect can only be removed by a Greater
party doesn't speak any language, or just one, there are two Restoration or other magical means like a Wish.
locations in the demiplane where help can be found. Area 4,
Study and Area 5, Pact Room.
Of course, Kyzog'Zunal has made the area a treacherous T3: Moving Wall
place to walk. There are traps laid out on the corridors, Stepping on this tile causes the wall to the east (just on the
meant to split the party or make a person stay here forever, corner) to form spikes on its surface and start moving with
dead or in a dead-like state, or weakened for when he has to direction west. The tile can be seen with a successful DC 15
fight them. Intelligence (Investigation), DC 15 Wisdom (Perception)
These 4 corridor traps are marked as t1, t2, t3, t4 on the check or DC 15 passive perception. The wall moves at a
map. speed 60-feet/round and the PCs triggering it have to make a
Pedestal Trap DC 14 Dexterity saving throw. On success, the PC can run
All 4 pedestals are trapped, in a way that they have a magical first in a pseudo-initiative order. Do the same for all PCs
symbol painted right underneath the gem. This symbol can around.
be seen with a successful DC 23 Wisdom (Perception) check, The wall will twist and turn, always with direction Area 1,
and discern that it will be harmful if looked at when open, Portal Room, at which point it will crash onto another wall
with a successful DC 20 Intelligence (Arcana) check. and crumble. A PC hit by the wall takes 1d6 Bludgeoning
Whoever lifts a gem by looking at it will eventually also look damage and 3d6 Piercing damage or half on a successful DC
at the symbol. The symbol casts a suggestion spell on 18 Dexterity saving throw. After that, the wall is open and
whoever looks at it. nothing but the void can be seen beyond the opening.
The target hears the following words in his head: "The T4: Acidic Spray
ones traveling with you are dangerous. I suggest you deal 8 small bricks on the floor can be stepped on and trigger a
with them!" Failing a DC 13 Wisdom saving throw, the target spray from the right wall, which causes acid damage. The
believes this, and it's up to the player to act accordingly. trap can be seen with a successful DC 15 Intelligence
Perhaps whispering the effect to the affected is not a bad (Investigation), DC 15 Wisdom (Perception) check or DC 15
idea. passive perception. If seen, it cannot be disarmed but has to
be stepped over. The PCs have to succeed a DC 15 Dexterity
check or step on the wrong tiles. The spray does 2d10 acid
damage.

9
8. Altar Room Conclusion
In the room behind the door, you see an almost identical area The party has managed to kill the owner of the demiplane
in the sense that
it is made of stone bricks and no ceiling. The and loot his valuable items. They are free to leave now. If the
bricks at parts of the wall seemingly fade into the vacuum
party doesn't destroy the phylactery, then the way they chose
to come here is still open and they can return if they feel like
beyond, as if they expand until no more can be seen,
it. If they did destroy the phylactery, then as noted, the plane
crumbling away. Right at the opposite side of the door stands will be destroyed in 1d10 days. In that case, the way here
a table with a red velvet cloth on it. The cloth appears to have doesn't function anymore.
some wear and tear, and two items ,a staff and a scroll, appear Another thing that could have happened, is that the party
to be placed on it. Behind it, a skeletal body has his hands on looted the items during the fight and fled. Kyzog'Zunal will
not chase the party out of the plane. If the party though loots
the table, with his hooded head looking down. He wears torn
his phylactery, it can open possibilities for further adventures,
robes, blue and red in color that cling to his skeletal limbs and since the lich will try to get it back before it's destroyed.
pieces of flesh that are still attached to them. The smell of Finally, if the PCs kill the lich and this adventure is part of
decay is appalling and you find it tough not to cover your a bigger campaign, consider the party receiving a boon from
noses. the god of magic. A short term effect like advantage one any
roll per day that lasts 1 week would do, as a personal thank
you from the god.
As soon as at least one PC is within 5-foot distance from the
altar, or the items upon it are moved by any other magical
means, Kyzog'Zunal will wake up and attack the party. For
his stats, see Appendix A.
Treasure
Upon the altar are 2 magic items (Staff of the Void Plane and
a Scroll of Void Plane Terror) which you can find on
Appendix B.
The altar has a secret compartment which can be found
with a successful DC 15 Intelligence (Investigation) check. A
decorated vial of translucent essence is hidden inside,
Kyzog'Zunal's phylactery. The plane will still be in existence if
he dies, but if his phylactery is destroyed it will crumble away
in 1d10 days.

10
Appendix A: Monsters
Gorgon Ghast
Large monstrosity, unaligned Medium undead, chaotic evil

Armor Class 19 (natural armor) Armor Class 13


Hit Points 114 (12d10 + 48) Hit Points 36 (8d8)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 18 (+4) 2 (−4) 12 (+1) 7 (−2) 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1)

Skills Perception +4 Damage Resistances necrotic


Condition Immunities petrified Damage Immunities poison
Senses darkvision 60 ft., passive Perception 14 Condition Immunities charmed, exhaustion,
Languages — poisoned
Challenge 5 (1,800 XP) Senses darkvision 60 ft., passive Perception 10
Languages Common
Trampling Charge. If the gorgon moves at least 20 Challenge 2 (450 XP)
feet straight toward a creature and then hits it with a
gore attack on the same turn, that target must Stench. Any creature that starts its turn within 5 feet
succeed on a DC 16 Strength saving throw or be of the ghast must succeed on a DC 10 Constitution
knocked prone. If the target is prone, the gorgon saving throw or be poisoned until the start of its
can make one attack with its hooves against it as a next turn. On a successful saving throw, the
bonus action. creature is immune to the ghast’s Stench for 24
hours.
Actions Turning Defiance. The ghast and any ghouls within
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., 30 feet of it have advantage on saving throws
one target. Hit: 18 (2d12 + 5) piercing damage. against effects that turn undead.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., Actions
one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Petrifying Breath (Recharge 5–6). The gorgon exhales one creature. Hit: 12 (2d8 + 3) piercing damage.
petrifying gas in a 30-foot cone. Each creature in
that area must succeed on a DC 13 Constitution Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
saving throw. On a failed save, a target begins to one target. Hit: 10 (2d6 + 3) slashing damage. If the
turn to stone and is restrained. The restrained target target is a creature other than an undead, it must
must repeat the saving throw at the end of its next succeed on a DC 10 Constitution saving throw or
turn. On a success, the effect ends on the target. On be paralyzed for 1 minute. The target can repeat the
a failure, the target is petrified until freed by the saving throw at the end of each of its turns, ending
greater restoration spell or other magic. the effect on itself on a success.

11
Ghoul Skeleton
Medium undead, chaotic evil Medium undead, lawful evil

Armor Class 12 Armor Class 13 (armor scraps)


Hit Points 22 (5d8) Hit Points 13 (2d8 + 4)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2) 10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)

Damage Immunities poison Damage Vulnerabilities bludgeoning


Condition Immunities charmed, exhaustion, Damage Immunities poison
poisoned Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 9
Languages Common Languages understands all languages it knew in life
Challenge 1 (200 XP) but can’t speak
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Actions
one creature. Hit: 9 (2d6 + 2) piercing damage. Shortsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) slashing damage. If the Shortbow. Ranged Weapon Attack: +4 to hit, range
target is a creature other than an elf or undead, it 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
must succeed on a DC 10 Constitution saving throw damage.
or be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns,
ending the effect on itself on a success.

12
Wight Actions
Medium undead, neutral evil Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of
Armor Class 14 (studded leather) one longsword attack.
Hit Points 45 (6d8 + 18)
Speed 30 ft. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) necrotic damage. The
target must succeed on a DC 13 Constitution saving
STR DEX CON INT WIS CHA throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction lasts
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.
Skills Perception +3, Stealth +4 A humanoid slain by this attack rises 24 hours later as a
Damage Resistances necrotic; bludgeoning, piercing, zombie under the wight’s control, unless the humanoid
and slashing from nonmagical attacks that aren’t is restored to life or its body is destroyed. The wight
silvered can have no more than twelve zombies under its
Damage Immunities poison control at one time.
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13 Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Languages the languages it knew in life one target. Hit: 6 (1d8 + 2) slashing damage, or 7
Challenge 3 (700 XP) (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range
Sunlight Sensitivity. While in sunlight, the wight has 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
disadvantage on attack rolls, as well as on Wisdom damage.
(Perception) checks that rely on sight.

13
Kyzog'Zunal Claw. Melee Weapon Attack: +5 to hit, reach 15 ft., one
target.
Hit: 3d10 + 4 piercing damage. If the claw hits,
Medium undead, neutral evil
Kyzog’Zunal
can choose to keep it hooked into the
victim. If he chooses to
do so, he cannot attack with
Armor Class 16 (Natural) that hand until he is unhooked.
Hit Points 127 (17d10 + 34)
Speed 35 ft. Demiplane Void (Recharge 5-6). The lich calls forth the
void of
the plane to fill the room. Every creature that
Kyzog’Zunal sees
must succeed on a DC 14
STR DEX CON INT WIS CHA Constitution saving throw or take 5d12 necrotic
damage.
13 (+1) 16 (+3) 15 (+2) 19 (+4) 15 (+2) 9 (-1)
Legendary Actions
Saving Throws Con +6, Int +7, Wis +6 Kyzog’Zunal can take 3 legendary actions, choosing
Skills Perception +6 from
the options below. Only one legendary action
Damage Resistances Cold, Necrotic, Bludgeoning, option can be
used at a time and only at the end of
Piercing, and
Slashing from Nonmagical Attacks another creature’s turn.
Kyzog’Zunal regains spent
Condition Immunities Charmed, Frightened, Paralyzed, legendary actions at the
start of his turn.
Poisoned
Senses darkvision 60 ft., passive Perception 16 Teleport. Teleport 60 feet away through a cloud of
Languages Common, Infernal, Primordial arcane energy.
Creatures 5-feet close to the destination
Challenge 10 (5,900 XP) take 2d8 force
damage, or half with a successful DC 16
Dexterity saving
throw.
Rejuvenation. When Kyzog’Zunal dies, and if his Expand Claw(Costs 2 Actions). Kyzog’Zunal expand the
phylactery is
intact, he will gain a new body in 1d10 claws of one hand, which grow 25 feet long. This
days with all his hit points.
The new body appears in the counts as a
ranged weapon attack and has +5 to hit. If
Altar Room of the demiplane. hit, the victim takes 2d10 + 4
piercing damage and is
grappled.
Shadow Stealth. While in the Altar Room of the
demiplane
Kyzog’Zunal can take the hide action as a Reel. Kyzog’Zunal reels a grappled creature to melee
bonus action. range.
Legendary Resistance (3/Day). If Kyzog’Zunal fails a Scream of Horror (Costs 3 Actions). Creatures in the
saving throw, he can choose to succeed instead. room
have to make a DC 16 intelligence saving throw
as they see
horrific images of death rushing towards
Actions them. If failed, the
creature is deafened and paralyzed.
Multiattack. Kyzog’Zunal makes two claw attacks.

Kyzog'Zunal Lair Actions


The lich is a peculiar foe, for he has seen his ability to cast When fighting inside Area 8, Altar Room, Kyzog'Zunal can
spells taken from him. He still has developed innate skills draw the negative energy of the plane and invoke his lair
that are supernatural though. Furthermore, the area where actions. On initiative count 20 (losing initiative ties) he can
he is found counts as his lair, and he can control the take one lair action from the following.
demiplane there in a way that can disorganize and damage Ghostly claws appear for one round from the void and
an adventuring party which makes its way inside. attempt to grapple nearby creatures. Every enemy of
Kyzog'Zunal resembles a humanoid skeleton with few Kyzog'Zunal needs to make a DC 15 Strength (Athletics)
pieces of dead and rotten flesh still hanging from the bones. check contested by the magical hand check or be
His nails are supernaturally long and sharp, and he wears a grappled. The hands roll their Strength (Athletics) check
torn black robe. with a +3 modifier.
He will try to use his lair to create an advantage for himself
and especially push his enemies into the void. He is not Kyzog’Zunal creates an astral wind that comes from the
affected by the void, so if he falls out he just uses his void itself, which pushes creatures aside. Roll a d4 to
movement speed to hover back on the platform. When his determine wind direction. All creatures except the lich
enemies are weakened by his legendary and lair actions, he have to make a DC 16 Strength saving throw. On failure,
will pull them in melee range to finish them. they get carried 40-feet away. The wind seizes after the
action has been taken.
Until initiative count 20 of next round, any creature who
tries to cast a spell needs to succeed on a DC 16
Constitution saving throw or take 1d6 necrotic damage for
every spell level of the spell being cast. The spell fizzles.

14
Appendix B: Magic Items
Scroll of Void Plane Terror Spellbook of the Young Lich
Scroll, rare Wondrous item, uncommon
This ragged scroll has glowing runes scribbled on it, together The pages of this book are mostly torn. A book that used to
with arcane words. When spoken, the magic of the scroll will contain the lifelong work of the lich, now mostly ruined.
be released to call forth the void from the plane of However, some lost wisdom can still be found within the
Kyzog'Zunal. intact pages.
The book contains the following spells:
Void Plane Terror
4th Level Illusion (Bard, Sorcerer, Warlock, Wizard) Level 1: Expeditious Retreat
Casting Time: 1 Action Level 2: Arcane Lock, Blur, Gentle Repose
Range: 30 feet radius around caster Level 3: Bestow Curse, Clairvoyance
Components: V, S Level 4: Black Tentacles
Duration: Concentration, up to 1 minute

Darkness engulfs all creatures in range and they have to

succeed on a Wisdom saving throw or see horrific images of

death, emptiness and suffering coming towards them.

On failure, they suffer 3d6 psychic damage. A creature

failing the saving throw by more than 5, is so horrified, that it

tries to attack the first creature close to it.


If more than one

creature exist in the vicinity, then it attacks one at random. A

creature repeats the saving throw at the end of its turn. On

success, it is immune to the effect for 24 hours. The void field

moves with the caster who is immune to the effect.

Staff of the Void Plane


Staff, rare, requires attunement
If attuned, the nails of the wielder grow 10 cm (4''). This
effect can be removed by a Remove Curse or Wish spell. The
staff has 10 charges and regains 1 charge daily at dawn.
There is a 50% chance that the staff withers away if the last
charge is expended.
The attuned can spend charges as an action to cast the
following spells:
Chill Touch (1 charge)
Cause Fear (2 charges)
Blight (5 charges)

15
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Introduction
Introduction
K
yzog'Zunal lived a life as a respected wizard, in
which he offered his services to emperors and
k
Kyzog'Zunal's Hubris
Kyzog'Zunal's Hubris
After his initial transformation into a lich, Kyzog'Zunal
became fascinated with th
Arrival
Arrival
Read or paraphrase the following the moment the party
arrives.
You find yourselves in a stone room, almost a
Opening the Gate
Opening the Gate
The 4 holes on the door are the receptacles for the 4 gems
found in the maze (Area 7, Gem M
4. Study
4. Study
Bookshelves filled with dusty tomes and scrolls are lined up
against the walls of this room. A single desk
5. Pact Room
5. Pact Room
This room feels colder than any other you've been in so far. It
features a device against the far w
7. Gem Maze
7. Gem Maze
The maze was built by the lich after an adventuring party
came close to defeating him. He thought tha
8. Altar Room
8. Altar Room
In the room behind the door, you see an almost identical area
in the sense that
it is made of sto

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